Attributing what I said to someone else, and also selectively ignoring where I said "1.18". Double fail.
To be fair, you are wearing a pirate hat.
Your hat is kinda piratey, too.
Last edited by Eekiki; 09-10-2014 at 05:43 AM.



Jumping rope on one job is the exact same as jumping rope and changing between 3 different ones. Job design in game currently is so simple it wouldn't be hard for someone to be able to play every job. What you suggest isn't part of being challenging or difficult, it's just tedious and eliminates choice from the player and the current job system, which is already quite limited.
I have played quite a lot. I could indeed level and gear everything out, but I chose not to, there's no reason for me to play something I don't enjoy or don't have fun with. Yeah the game could make use of the ability to have multiple jobs better, but not this way. This doesn't make use of it, instead it forces it upon you. If anything about this game is true, it's that player choice is a big thing. That's something I personally appreciate, it's nice to have a choice.



Funny thing about speed running dungeons in 1.23 was that it became a prerequisite to getting your relic. I can't remember exactly now, but I think you had to do
Darkhold, AV and Cutters in sub 7 minutes to spawn the chest for Salts, Ore and something else.
So yeah...run past everything. BRD/BLM on Cyclops, Monk on Mistress.


It's hard enough to find players that can play ONE job effectively. Finding someone that could play 3-4 jobs effectively would be a near godsend.


I played 1.0 and I thought the dungeon experience was not very good at all. I did all 3 dungeons, dark hold, arum vale and cutters cry.
1.0 had forced you to do speed runs to get loot. Yoshi P already said they would never go back to this. Dark hold for example consisted of following a tank as he runs through a bunch of leashing mobs and having blms sleep stuff like frogs and the hippocerfs when you have to stand in circles to unlock doors. There were only a few mobs you had to kill to spawn extra chests. Other then that it was run run run train mobs don't fight stuff.
AV on the other hand you still trained a lot of mobs but there were several more mobs required killing to get all the chests. Only DPS allowed where blms who could change to monk and 1 bard for ballad because you needed to have 2 whms keep aoe regen on the group because the zone had a constant poison gas that would drain HP. Anyway everyone had to go on blm and people changed to monk for the malabro boss because he was weak to fire and monk had fists of flames which did the most damage out of any dps. If you didn't have blm and monk leveled too bad you won't be getting a group for this dungeon as a dps.
Anyway I didn't like the whole idea of running though as many mobs as you could and trying to be in such a huge hurry all the time. For those of you who didn't play 1.0 you should of seen the people rage when they failed a speed run and didn't get all the chests. The name calling over a failed speed run, and yelling was far worse then 2.0.


Multi-jobs and switching jobs is something unique to FFXI and FFXIV. It should be something they should be trying to market.
I think this is good to revive as a new category of dungeons.
If job-switch dungeons are coming back, then weapon/magic resistances need to come back too.
It may be harder to do, but at the moment I think all they need to do is "remove crafting material" or slightly boost the token rate and people will do it.
"Savage Roulette", yes please.
Last edited by tymora; 09-10-2014 at 05:42 AM.
This whole concept would be terrible for the game as a whole. People who like tanking could play only tanks, people who like healers could only play healers but then damage dealers would have a bare minimum of 3 jobs (Bard, Black Mage, Monk) and some people might not like even one of those.
The balance between jobs right now (while it could use a tweak here and there) is pretty good and that system would make said balance take a huge step back. Dungeons could indeed use more difficult challenges, more depth to the encounters but this proposed system is absolutely not the way to go.


So by catering to the specific group of people who likes to play only ONE job, the people who likes to play MANY jobs should get shafted?This whole concept would be terrible for the game as a whole. People who like tanking could play only tanks, people who like healers could only play healers but then damage dealers would have a bare minimum of 3 jobs (Bard, Black Mage, Monk) and some people might not like even one of those.
The balance between jobs right now (while it could use a tweak here and there) is pretty good and that system would make said balance take a huge step back. Dungeons could indeed use more difficult challenges, more depth to the encounters but this proposed system is absolutely not the way to go.
Discrimination much there?
We should just go the whole mile and making "job-switching" dungeons include crafting, mining. I would love to hear the bitching.
Roulette should match up people with a whole range of jobs necessary to clear the said dungeon.
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Last edited by tymora; 09-10-2014 at 08:57 AM.
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